Water Tubes
PORT NYANZARu's WATER TUBES
This concept is something you can add to Port Nyanzaru
to give the players a new tool to do fun things with.
The water tubes are massive, elevated connected pipes
that are maintained and protected by three bound water
elementals. People ride in them to quickly travel to different
area of the city. These tubes are ten feet wide and
tall, providing ample space for even some dinosaurs to
ride in.
All Major Destinations. The water tubes connect to
all numbered locations on the Port Nyanzaru map. Looking
at the map, the water flows in a clockwise manner.
Speed. A rider moves 60 feet per round on fast-flowing
water inside smooth wooden tubes roofed with
thatch. The tubes sometimes reach a height of 25 feet
above the ground.
Arrival. When a rider reaches a numbered location,
the flow of water around them magically thins and slows,
making it easy to get out or get on safely.
THE ELEMENTALS
It is believed that that three water elementals (MM pg
125) agreed to power the tubes through an ancient deal
arranged by Mainu, one of the mysterious barae of the
Lost City ofMezro. Each of the water elementals enjoy
their work and are proud of the tubes.
MIMIRI
Mimiri can assume the form of a watery female human.
She is very lighthearted and enjoys tales of derring-do.
She is fiercely protective of the riders.
BIYAHA BLUE
This elemental can assume the form of a watery male human.
He is proud and boastful, and enjoys hearing tales
about strength or justice.
RuwA AMANZIF
Ruwa can assume the form of a living wave. It speaks
quietly and is very wise. It sometimes helps confused citizens
sort out complicated life situations.
Flaw. The elementals can not sense or perceive anyone
or anything covered in oil. Oil and water do not mix.
Falling. Any time somebody falls out of the tube, the
elementals sense it and can immediately teleport to the
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location and grab the person to prevent them from
falling.
Defense. If a hostile creature enters the tubes,
one or more elementals will try to subdue them
and hand that over to the people of Old City.
Danger. The Water Tubes can be used as a device
for Dms to make action scenes even more exciting.
Assassins. The tubes are a great place for assassins
to carry out a dark deed. There are certain
nooks and crannies in the tubes that are pitch
black. Assassins cover themselves in oil, which
prevents the elementals from sensing their presence,
and clutch on to the thatch roof or crossbeams
to hide. They wait for their target to slide
underneath and then fire a poison dart, try to catch
their head in a noose, or drop down on them and
stab away as they ride the tubes at high speeds.
CHASES
If the group is chasing someone, that person might
jump into the tube to make a quick getaway. A
hero can jump in after them and give chase.
There is a good chance that a water elemental
will slide under the hero and ask gleefully, "Want
to go faster?!" The hero can ride the elemental at a
very high rate of speed to catch up to the target.
Damaging the Tube. Fighting in a tube is
risky. Anyone missing an attack will damage the
wood of the tube, creating a hole that might require
a DC 10 Dexterity save to avoid. Failing
through means the character goes hurtling into the
city, taking 2d6 bludgeoning damage. They can
make a Dexterity check.
• A result of 15 or higher means that they
land safely on a roof or a well-behaved
pack dinosaur.
• A 10-14 means that they land in the street
and take 1 d6 bludgeoning damage.
• A 6-9 means they land in the street and
take 2d6 damage.
• A 5 or less means they take 2d6 damage
and crash through a window, into a person,
or into a testy dinosaur (probably an allosaurus).